Plarux Posted April 11, 2019 Share Posted April 11, 2019 Hello, I'm currently creating an activator/item that will display a message when it is dropped. For example, mods like simple camping, where you drop the sleeping back and have options when you activate it. However, I'm not to shabby with the scripts. I do know that I will most likely need a static object to drop, or "placeatme" and an invisible activator to start the message to display options. Any help is appreciated and will be credited upon publishing of the mod that I'm using this for. Thank You,Plarux Link to comment Share on other sites More sharing options...
SKKmods Posted April 11, 2019 Share Posted April 11, 2019 (edited) There's a bunch of different ways to do this, one I mostly use is: MiscItem with no components sits in Misc inventory. Use the same model as the world activator. Attach a script that will look something like: Activator Property myActivator Auto Const Mandatory Message property myMessage Auto Const Mandatory Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) If (akNewContainer == None) ;dropped on ground self.Disable() self.PlaceAtMe(myActivator) self.Delete() myMessage.Show() EndIf EndEventAn activator has a single activate prompt, add a second with an Add Activate perk on the player. Have fun. Edited April 11, 2019 by SKK50 Link to comment Share on other sites More sharing options...
Plarux Posted April 13, 2019 Author Share Posted April 13, 2019 (edited) There's a bunch of different ways to do this, one I mostly use is: MiscItem with no components sits in Misc inventory. Use the same model as the world activator. Attach a script that will look something like: Activator Property myActivator Auto Const Mandatory Message property myMessage Auto Const Mandatory Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) If (akNewContainer == None) ;dropped on ground self.Disable() self.PlaceAtMe(myActivator) self.Delete() myMessage.Show() EndIf EndEventAn activator has a single activate prompt, add a second with an Add Activate perk on the player. Have fun. If I were to want a crafting menu to appear on a certain option on the message, do you know how I might make that possible without any animations like the chem station has? Also, thank you for this! It's a huge help. Edited April 13, 2019 by Plarux Link to comment Share on other sites More sharing options...
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